The Divinity Developer Clarifies Its Implementation of Generative AI for Next Project
The developer behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently teased its new project, sparking immense anticipation within the player base. However, follow-up remarks from the company's co-founder have brought nuance to the discussion, addressing the developer's philosophy toward generative artificial intelligence.
A Tool for Ideation, Not Replacement
In a latest message, the studio's founder detailed that the developer is employing generative AI for certain supporting functions. These include developing PowerPoint slides, generating rough concept art, and creating placeholder copy.
Importantly, Vincke stressed that the final assets in the game will be crafted exclusively by real writers. "Our team is writing every line in-house," he said.
Larian is continuously increasing our roster of storytellers and are currently putting together writing teams.
Since visual development is being specifically mentioned — we right now have 23 visual developers and have positions available for further artists.
All our efforts we do is additive and designed to having people spend greater focus on the creative process.
Any AI system applied correctly is supplementary to a creative team process, not a replacement for their talent.
Responding to Feedback and Defining the Path
The admission of using AI initially generated backlash among some the player base. In reaction, Vincke offered additional clarification on online platforms.
"At Larian, we employ AI tools to explore references, similar to we use search engines and art books," he stated. "In the conceptual ideation stages we use it as a simple sketch for layout which we then replace with authentic illustrations."
He added, "Larian brings on creatives for their unique talent, not for their capacity to follow what a algorithm proposes."
Three Pillars of Practical Application
Vincke had in the past detailed the company's focused approach to this technology, defining its use into key areas:
- Automation of Tedious Tasks: Areas like motion capture cleaning, audio processing, and pipeline-specific tasks like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using tools to quickly build simple models of gameplay ideas to test concepts prior to expensive development.
- Long-Term Aspirations: Researching how AI could in the future facilitate new forms of gameplay, especially in simulating unforeseen permutations in a complex RPG.
He clearly noted that core creative disciplines — including music composition — are are absolutely not departments where the company is replacing human input. On the contrary, Larian is expanding its staff in these exact positions.
"We are neither shipping a game with AI-generated content, and we are certainly not looking at cutting staff to substitute them with AI," Vincke stated definitively.